Your comments

This was an intended change to have the unit reflect the same online/offline display logic as the other units. Without sufficient power input to charge the reserve battery it would be by definition, offline. I believe it now displays the reserve power % with the text "and Draining (Electrical Offline)".


All the other units would also say that they are "offline" if they do not have enough power input. The only difference with the electrical is that it can't use the reserve power to charge itself with its own power, so at night it will always be technically offline unless you have an RTG.


Now, I understand that my logic might make technical sense, but it might be less intuitive for the player to understand. Do you think your objection to the change comes from knowing how the display status functioned previously? Or do you think there is actually a better way to display the status information?

I have fixed the portable solar panel charge rate during a storm, but I think your other point is also worth addressing.


The best course of action during a dust storm would be to travel to one of the other three habitats that isn't directly in the path of the storm.


The next best thing would be to hot swap around any RTG units you might have that could power the exterior modules during the storm.


If you don't have any RTGs then you can try to just power down the exterior modules that are least important for your immediate survival in order to reduce the strain on your reserve battery.


I will admit that I haven't fully tested every possible permutation of power management during a 0% visibility storm. If the "Big Storm" survival scenario is indeed actually impossible to survive (I threw it in last minute just as a way to ensure that testers could guarantee a dust storm encounter) then I may include an easy-to-find RTG from the start or larger starting reserves of battery, oxygen, water, etc.

There is a failsafe in place, but it should actually place the needed replacement directly in your inventory upon spawning. You should never be in a position where you must restart the game because you don't have the necessary components to get hab alpha back online. If you started the game with a broken storage tank in one of the units you should have had a functional bladder tank in your inventory to replace it with. If someone can confirm that there is indeed an issue with randomized starting component failures then I will reopen this report.

I know this is asking a lot, but if there is any way you could capture a video of this happening in your game that would help significantly. I have no idea what could be causing this other than memory issues or graphical glitches. There is nothing in the code that I can imagine would be responsible for turning on/off the storm effects instantaneously. All storm effects are calculated based on your distance from the moving origin point of the storm. If you have a save file that you can reliable replicate this issue with I would love to get it from you and have you attach instructions on where to travel to trigger the issue. If I'm unable to replicate it based on your instruction then it might be a graphical memory issue.

I did accommodate for the issues you mention here, but I was only testing them at a single airlock location and forgot to propagate them to all the other habitats. The audio and visual dust storm effects should now react as you would expect in the full release now that I've checked all habitats.

Turns out I misremembered the Multitool functions. It does function as Cutting, Building, and Engineering. And whereas other tools can only satisfy a single required tool category, Multitools can satisfy any or all of the three it can function as.


For example, if you need 2x Cutting Tools and 2x Building Tools:


You could use a single Multitool, a Knife, and a Screwdriver to satisfy the requirements. But you could not use two Multitools and a Screwdriver. You also could not use two Knives and two Screwdrivers.


So I guess I should just change the description of some tools to make them more explicit and consistent.

I believe that this has been fixed, and the only remaining issue was certain locations like the drill rover not getting properly unlocked which was separate from the save/load issue. But that has now been fixed also. Will reopen if it pops up again.

I can't seem to replicate this at all. Is this happening reliably for you or only intermittently/randomly?